The project, “Fostering STEAM Education in Schools” (EDUSIMSTEAM), promotes an effective
STEAM approach in education and develops the related teachers’ skills and curriculum.
This paper aims to propose a framework which is oriented toward r-learning and can be used in
other educational areas as well. Educational STEAM programs and methodologies, such as educational
robotics, can aid in the acquisition of new skills and competencies needed to solve complex societal
problems. Since the degree of interaction offered by robots is thought to be conducive to learning, the
physical tangibility of robots necessitates a transition to more imaginative and efficient teaching methods.